13 .define(
"DO_CORNER_MASKING")
14 .vertex_out(smooth_icon_interp_iface)
15 .fragment_out(0, Type::VEC4,
"fragColor")
16 .push_constant(Type::MAT4,
"ModelViewProjectionMatrix")
17 .push_constant(Type::VEC4,
"finalColor")
18 .push_constant(Type::VEC4,
"rect_icon")
19 .push_constant(Type::VEC4,
"rect_geom")
20 .push_constant(Type::FLOAT,
"text_width")
21 .sampler(0, ImageType::FLOAT_2D,
"image")
22 .vertex_source(
"gpu_shader_icon_vert.glsl")
23 .fragment_source(
"gpu_shader_icon_frag.glsl")
24 .do_static_compilation(
true);
27 .vertex_in(0, Type::VEC2,
"pos")
28 .vertex_out(flat_color_smooth_tex_coord_interp_iface)
29 .fragment_out(0, Type::VEC4,
"fragColor")
30 .uniform_buf(0,
"MultiIconCallData",
"multi_icon_data")
31 .sampler(0, ImageType::FLOAT_2D,
"image")
32 .typedef_source(
"GPU_shader_shared.hh")
33 .vertex_source(
"gpu_shader_icon_multi_vert.glsl")
34 .fragment_source(
"gpu_shader_icon_frag.glsl")
35 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)